newt's Forum Posts

  • Tried messing around with sprite(instance), and my head is spinning now(not in the good way ).

    Found out tho that text doesn't accept expressions, unless you use str(expression).

    Not sure if that's a bug, or a "willbe", as in will be added.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Start of layout

    Tanks add obstacle wall.

    Make sure your collisions are set to either per pixel, or bounding box for both.

    I'd get rid of the solid attribute, pathfinding for it can really slow things down.

  • I take it your not using the rts plug?

  • Chapter 65 - How to pick up a girl using a pickup line and a construct game!

    Wasn't that Chapter 69?

    Chapter 70:

    The end to war, world hunger, and the energy crisis using ponies, and rainbows^2.

    .... ok, and the Pythagorean theorem.

  • You must admit that even in its current state C2 is already pretty good. Far more than was expected. I guess you could say it's first in class.

    I will say I wasn't jumping for joy for the html exporter, but given the nature of development of game making software, and how web apps are usually not very big projects, it does make a lot of sense. After all there really aren't any big projects for Construct "Zero", but lots, and lots of small ones.

    Not that a exe isn't a necessity. I'm assuming html editors will be as external level editors were to Construct.

  • You can do that via two families, but if I were you I would go with multiple instances with different frames.

    Families can be a real pain when you start mixing.

  • Both examples run off of what you describe, so all I can suggest is post a cap, and we'll see whats up there.

  • Couldn't get the event sheet to load for some reason. Crashed every time.

    So without actually looking at it I suggest updating the collision mask, and suggest that its a frame rate issue.

  • You might give the custom movement behavior a try.

    I can tell you one thing. The triangles wont give proper collision detection at negative values.

  • The examples given assume you have a target, but if this is side view, that would mean your just shooting in a general direction.

    Perhaps you should try another method for getting the trail besides an fx.

    http://dl.dropbox.com/u/666516/bulletrail.cap

  • All I can say is "See told ya so".

    I'm sure everybody is with you on this, and you have my support.... if you want it.

  • Yeah it wont give the exact same path since it wants to act like a tank.

    Either way you might want to use the path behavior.

    That with the line of sight behavior, and a node system might work better.

    Edit:

    The path behavior can be a bit hard to figure out for this. Here's a cap I fooled around with a while back. Never was happy with the way z heights were handled, but the paths are pretty good.

    http://dl.dropbox.com/u/666516/pplanepaths.cap

  • The cell size options for the RTS plugin are quite limited. It would be very useful to be able to set custom cell sizes.

    It would also be great to have an action to toggle "Rotate Object" at runtime.

    Its not much of a work around, but you can add multiple copies of the behavior to the object, and activate/ deactivate them as needed.

    Also if you un-tick "Rotate object" you can set the animation angle, or angle as needed as well.

    + System: Start of layout

    -> Sprite: Deactivate RTS2 movement

    + System: Always (every tick)

    -> Sprite: Set animation angle to Sprite[RTS].MovAngle

    Just to add to the RTS request, it would be nice to be able to get the next node X & Y Position in the RTS movement path.

    Does it even use nodes? It can either solve the path, or it stops... sometimes dances.

    There's "get destination x/y", would that be usable?

  • Funny I always get into trouble when I expose my variables.

    Anyway there is an attribute called container, that's probably along the lines of what your thinking of.

    There's some information on it in the wiki.

    ....if it loads.

    http://sourceforge.net/apps/mediawiki/construct/index.php?title=Main_Page

    I would warn you its not optimal for particles, as every object is created, and destroyed at the same time.

    Also its a bit late to be asking for changes to the program, but hey stick around for C2.